game(scripts): reformat

This commit is contained in:
Mark Joshwel 2025-02-14 22:19:28 +08:00
parent 71b7a3b919
commit fc9b9ac330
7 changed files with 20 additions and 20 deletions

View file

@ -33,7 +33,7 @@ public class AudioLoop : MonoBehaviour
audioSource.Stop(); // Pause the audio
yield return new WaitForSeconds(15f); // Pause for 15 seconds
}
// NOTE: are we really just going to let this stay alive forever
// ReSharper disable once IteratorNeverReturns
}

View file

@ -125,7 +125,7 @@ public class BedroomTask : MonoBehaviour
// If the player has collected/ thrown the required amount of trash
if (trashCollected < trashRequired) return;
if (GameManager.Instance == null)
Debug.LogError("GameManager instance is null!");
else

View file

@ -34,7 +34,7 @@ public class BroomSweeping : MonoBehaviour
private void Update()
{
if (dirtSweepCount < dirtRequired || _taskCompleted) return;
_taskCompleted = true;
GameManager.Instance.FloorSweepedTaskComplete();
@ -48,7 +48,7 @@ public class BroomSweeping : MonoBehaviour
{
// Now correctly checks for "Dirt" before triggering
if (!other.CompareTag("Dirt")) return;
dirtSweepCount++;
// Destroy it to prevent extra counting

View file

@ -54,7 +54,7 @@ public class BrushTeeth : MonoBehaviour
private void Update()
{
if (!_isGrabbing || _taskCompleted) return;
_timer += Time.deltaTime;
progressBar.value = _timer / progressTime;
@ -64,7 +64,7 @@ public class BrushTeeth : MonoBehaviour
private void OnDestroy()
{
if (_grabInteractable == null) return;
_grabInteractable.selectEntered.RemoveListener(OnGrab);
_grabInteractable.selectExited.RemoveListener(OnRelease);
}
@ -83,7 +83,7 @@ public class BrushTeeth : MonoBehaviour
// Play brushing sound while toothbrush is grabbed, plays only if it isn't playing already
if (audioSource.isPlaying) return;
audioSource.clip = brushingSound;
// Loops the sound for as long as the toothbrush is held; allows editable progress time

View file

@ -9,7 +9,7 @@ using UnityEngine;
public class CameraGhostFollow : MonoBehaviour
{
public Transform target; // Usually the Main Camera (XR Rig's Head)
public float followSpeed = 5f; // How quickly it follows the target
public Vector3 offset = new(0, -0.2f, 1.5f); // Position offset
public bool followRotation = true; // Toggle for rotating with the head
@ -26,7 +26,7 @@ public class CameraGhostFollow : MonoBehaviour
// Smooth Rotation Follow (Yaw + Pitch)
if (!followRotation) return;
// Capture target's full rotation
var targetEulerAngles = target.eulerAngles;

View file

@ -31,7 +31,7 @@ public class Car : MonoBehaviour
{
// Check if the collider belongs to the player
if (!other.CompareTag("Player")) return;
Debug.Log("Teleporting Player...");
TeleportPlayer();
}

View file

@ -14,16 +14,16 @@ public class DrawerDynamicJointConfiguration : MonoBehaviour
{
[Header("mark's all-in-one dynamic drawer component")]
[Space(10)]
#if UNITY_EDITOR
[HelpBox("make sure every child inside both prefabs are under the" +
"'Interactable Environment' layer.\n\n" +
"whatever non-standard (a la ProBuilder) object geometry under the " +
"interactable prefab should have a convex mesh collider if the console nags about it!\n\n" +
"any Curve Interaction Casters (a la 'XR Origin (VR)' > 'Camera Offset' > '... Controller' " +
"> 'Near-Far Interactor' > 'Curve Interaction Caster') should be have the " +
"'Interactable Environment' layer included in its' Raycast Mask.",
HelpBoxMessageType.Error)]
#endif
#if UNITY_EDITOR
[HelpBox("make sure every child inside both prefabs are under the" +
"'Interactable Environment' layer.\n\n" +
"whatever non-standard (a la ProBuilder) object geometry under the " +
"interactable prefab should have a convex mesh collider if the console nags about it!\n\n" +
"any Curve Interaction Casters (a la 'XR Origin (VR)' > 'Camera Offset' > '... Controller' " +
"> 'Near-Far Interactor' > 'Curve Interaction Caster') should be have the " +
"'Interactable Environment' layer included in its' Raycast Mask.",
HelpBoxMessageType.Error)]
#endif
[Space(10)]
[SerializeField]
private MovementAxis movementAxis = MovementAxis.Z;